This tutorial is great, HOWEVER there is a BIG issue that needs to be addressed about it. In the last part, Clouds mentioned how you can take the textures from a poly sphere and doing so, gives the hair a very nice, smooth look. This is fine if you plan to do a basic fill texture, or if you have a basic texture already planned. BUT if you plan to use a more dynamic hair texture using alphas (stuff made in substance painter for example), I would highly caution against doing the last step in this video because from my experience, it causes the alphas to not work properly. Instead, when you import the Vroid OBJ, just do a mesh display > soften edge. Otherwise I love this tutorial!
Somthing to note is that in order to get the export hair option you will need to download the beta version, as the official release doesnt have that option
I've tried it a few different ways but I can't get that kind of error. I'd say make sure you're importing into a clean scene without any extra nodes or scripts that might be running (Animbot likes to inject a node), and look at the script editor for any errors Maya might report.
You would have to export the whole character as well as the hair by itself, import the character and duplicate the bones, delete all the bones in the copy except for the hair bones, bind the hair to that copy, then transfer weights from the character to the hair with the "by name" option. It ends up being more work than just making your own bones from nothing.
@@s3ndi169 with maya just select all vertices then shift+right click > merge vertices > merge vertices and adjust the threshold. I hope that's what you meant by "broken" because that's a fix to the issue I had where each hair strand was two different mesh halves lol.
It's possible it's very small. If it isn't appearing even in the outliner, there may be a problem with the import plugin or settings. I haven't tested this with Maya 2022, so that could also be an issue if you're using it.
Unfortunately, it's not easy. You'd have to make multiple layers of hair with the "Twist" option cranked up all the way. Subtle waves have to be done manually by giving each strand of hair lots of segments and adjusting the curve by hand.
A little late, but I suggest looking up Argama Witch. She does absolutely amazing VRoid tutorials here on UA-cam, including how to use the hair tools to it's fullest capacity.
Absolutely, VRoid just exports out an FBX and Blender can easily import that format. I'm not sure what Blender calls the transfer tool, but I do know it exists.
The last beta version. The release version doesn't have exclusive hair export anymore. What you have to do no is export the whole .VRM model then pop into Blender and export the hair from there as an OBJ. I say blender because its the easiest way to get an importer for VRM formats. Kind of annoying, its an extra step, but it works.
You can control how many polys a hair strand has. There is a smoothness bar in the properties, if you lower it you will get less polys. Also if you change "Diamond" for "Triangle" you will reduce the count by half, or use "flat" to reduce even more
Oh... My god... I wish I knew about this sooner... This is such a time saver, and produces a result that is in line with what I needed.
That tip about the normals is super useful, thanks!
This tutorial is great, HOWEVER there is a BIG issue that needs to be addressed about it. In the last part, Clouds mentioned how you can take the textures from a poly sphere and doing so, gives the hair a very nice, smooth look. This is fine if you plan to do a basic fill texture, or if you have a basic texture already planned. BUT if you plan to use a more dynamic hair texture using alphas (stuff made in substance painter for example), I would highly caution against doing the last step in this video because from my experience, it causes the alphas to not work properly. Instead, when you import the Vroid OBJ, just do a mesh display > soften edge. Otherwise I love this tutorial!
or you can just UV your hair into a rectangle, stack the UVs and then position the UVs to your alpha texture.
Greatest tutorial i've found for stylized hair! Thank you so much
I've found this, it's for Maya apparently, looks simpler
ua-cam.com/video/JgRiyj2bZI4/v-deo.html
This technique is actually good ngl
I stumbled onto this and it's brilliant! Nice Vid!
what an awesome tutorial, much appreciated!
damn good.... your my master now
Incredible. Thank you
Why when i importing to Maya, i only getting one big line and no mesh at all no matter what how much i scale it?
I Imported the Hair Mesh on Blender and works!, then export a .OBJ from there and now Maya can open it. And the mesh is in Quads
I have a same problem
Thank you for the tutorial. Just a question can removing these normals be done in software like blender or zbrush?
Yes.
Amazing
The software no longer lets you export the hair as obj file...
You can still download the beta version in their site
Amazing 💥💥💥💥
Wow there are new feature in vroid
the vroid i got does not look like this
Is it possible to get rectangular cards out of Vroid? or at least have the tips not be triangular? I guess you could manually delete the tips...
Somthing to note is that in order to get the export hair option you will need to download the beta version, as the official release doesnt have that option
The only thing i get after i import it for Maya is a giant cross in x and z axis, do you know what the problem might be?
I've tried it a few different ways but I can't get that kind of error. I'd say make sure you're importing into a clean scene without any extra nodes or scripts that might be running (Animbot likes to inject a node), and look at the script editor for any errors Maya might report.
I had this problem too, if u first import the obj to blender and export it from there as fbx it works :)
Good
Is there a way to rig the hair using the hair bones made in vroid?
You would have to export the whole character as well as the hair by itself, import the character and duplicate the bones, delete all the bones in the copy except for the hair bones, bind the hair to that copy, then transfer weights from the character to the hair with the "by name" option.
It ends up being more work than just making your own bones from nothing.
gran dato crack
Have you ever encountered problems like the hair obj being broken after export? I'm trying to find a solution. Otherwise, great tutorial!
Hey, i guess mine is broke too. Did u find a solution? :)
@@s3ndi169 with maya just select all vertices then shift+right click > merge vertices > merge vertices and adjust the threshold. I hope that's what you meant by "broken" because that's a fix to the issue I had where each hair strand was two different mesh halves lol.
Importing the OBJ directly to Maya or Zbrush doesnt work for me, but In Blender works. I just re-export it from there
I have a question, when i export it, to maya, it doesn´t exist, why?
It's possible it's very small. If it isn't appearing even in the outliner, there may be a problem with the import plugin or settings.
I haven't tested this with Maya 2022, so that could also be an issue if you're using it.
How would you make curly/textured hair?
Unfortunately, it's not easy. You'd have to make multiple layers of hair with the "Twist" option cranked up all the way. Subtle waves have to be done manually by giving each strand of hair lots of segments and adjusting the curve by hand.
A little late, but I suggest looking up Argama Witch. She does absolutely amazing VRoid tutorials here on UA-cam, including how to use the hair tools to it's fullest capacity.
Can this be done in blender
Absolutely, VRoid just exports out an FBX and Blender can easily import that format. I'm not sure what Blender calls the transfer tool, but I do know it exists.
What version is this ?
The last beta version. The release version doesn't have exclusive hair export anymore. What you have to do no is export the whole .VRM model then pop into Blender and export the hair from there as an OBJ. I say blender because its the easiest way to get an importer for VRM formats. Kind of annoying, its an extra step, but it works.
Super ! Mais il y à trop de polygones pour un jeu vidéo.
And the export don't work. Only a Multiple Edges... Perhaps the soft block the export now...
T'as juste à faire une retopologie
that bring to you high count of polygons=(( for games it's not good
You can control how many polys a hair strand has. There is a smoothness bar in the properties, if you lower it you will get less polys. Also if you change "Diamond" for "Triangle" you will reduce the count by half, or use "flat" to reduce even more